mirror of
https://github.com/devZoGok/vb01.git
synced 2026-08-26 19:43:30 +00:00
simplified global - local transformation methods
fixed position bug when posing bones initial IK method
This commit is contained in:
@@ -101,14 +101,22 @@ namespace vb01{
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text->setNode(this);
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}
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void Node::lookAt(Vector3 newDir,Vector3 newUp,Node *node){
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void Node::lookAt(Vector3 newDir, Vector3 newUp, Node *node){
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adjustDir(newDir, node);
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adjustUp(newUp, node);
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}
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void Node::lookAt(Vector3 newDir, Node *node){
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adjustDir(newDir, node);
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}
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void Node::adjustDir(Vector3 newDir, Node *node){
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Vector3 parAxis[]{
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node->getGlobalAxis(0),
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node->getGlobalAxis(1),
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node->getGlobalAxis(2)
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};
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newDir=(parAxis[0]*newDir.x+parAxis[1]*newDir.y+parAxis[2]*newDir.z).norm();
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newUp=(parAxis[0]*newUp.x+parAxis[1]*newUp.y+parAxis[2]*newUp.z).norm();
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float angle=globalAxis[2].getAngleBetween(newDir);
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Vector3 rotAxis=globalAxis[2].cross(newDir).norm();
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@@ -118,6 +126,15 @@ namespace vb01{
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Quaternion oldRot = node->localToGlobalOrientation(orientation);
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Quaternion newRot = node->globalToLocalOrientation(Quaternion(angle,rotAxis));
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setOrientation(newRot*oldRot);
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}
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void Node::adjustUp(Vector3 newUp, Node *node){
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Vector3 parAxis[]{
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node->getGlobalAxis(0),
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node->getGlobalAxis(1),
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node->getGlobalAxis(2)
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};
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newUp=(parAxis[0]*newUp.x+parAxis[1]*newUp.y+parAxis[2]*newUp.z).norm();
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mat3 mat;
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mat[0][0]=globalAxis[0].x;
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@@ -133,10 +150,10 @@ namespace vb01{
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vec3 nu=vec3(newUp.x,newUp.y,newUp.z)*mat;
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newUp=(globalAxis[0]*nu.x+globalAxis[1]*nu.y).norm();
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angle=globalAxis[1].getAngleBetween(newUp);
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float angle=globalAxis[1].getAngleBetween(newUp);
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oldRot = node->localToGlobalOrientation(orientation);
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newRot = node->globalToLocalOrientation(Quaternion(angle*(nu.x<0?1:-1),globalAxis[2]));
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Quaternion oldRot = node->localToGlobalOrientation(orientation);
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Quaternion newRot = node->globalToLocalOrientation(Quaternion(angle*(nu.x<0?1:-1),globalAxis[2]));
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setOrientation(newRot*oldRot);
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}
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@@ -151,7 +168,7 @@ namespace vb01{
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vector<Node*> Node::getAncestors(Node *node, Node *topAncestor){
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vector<Node*> ancestors;
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Node *parent=node;
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Node *parent = node;
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if(!topAncestor)
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topAncestor = Root::getSingleton()->getRootNode();
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@@ -159,7 +176,7 @@ namespace vb01{
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ancestors.push_back(parent);
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if(parent == topAncestor)
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break;
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parent=parent->getParent();
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parent = parent->getParent();
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}
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return ancestors;
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}
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@@ -171,34 +188,25 @@ namespace vb01{
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parent->getGlobalAxis(2)
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};
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float rotAngle=orientation.getAngle();
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Vector3 rotAxis=orientation.getAxis();
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Vector3 newAxis=(parGlobalAxis[0]*rotAxis.x+parGlobalAxis[1]*rotAxis.y+parGlobalAxis[2]*rotAxis.z).norm();
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float rotAngle = orientation.getAngle();
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Vector3 rotAxis = orientation.getAxis();
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Vector3 newAxis = (parGlobalAxis[0] * rotAxis.x + parGlobalAxis[1] * rotAxis.y + parGlobalAxis[2] * rotAxis.z).norm();
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Quaternion rotQuat=Quaternion(rotAngle,newAxis);
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for(int i=0;i<3;i++)
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for(int i = 0; i < 3; i++)
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globalAxis[i] = (rotQuat * parGlobalAxis[i]).norm();
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for(Node *ch : children)
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ch->updateAxis();
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}
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Vector3 Node::localToGlobalPosition(Vector3 localPos){
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vector<Node*> ancestors=getAncestors(this);
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Vector3 origin=Vector3::VEC_ZERO;
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vector<Node*> ancestors = getAncestors(this);
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Vector3 origin = Vector3::VEC_ZERO;
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Quaternion quat;
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while(!ancestors.empty()){
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int id=ancestors.size()-1;
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Node *par=ancestors[id]->getParent();
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Vector3 parAxis[]={
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par?par->getGlobalAxis(0):Vector3::VEC_I,
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par?par->getGlobalAxis(1):Vector3::VEC_J,
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par?par->getGlobalAxis(2):Vector3::VEC_K
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};
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Vector3 p=ancestors[id]->getPosition();
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origin=origin+parAxis[0]*p.x+parAxis[1]*p.y+parAxis[2]*p.z;
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ancestors.pop_back();
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}
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return origin+globalAxis[0]*localPos.x+globalAxis[1]*localPos.y+globalAxis[2]*localPos.z;
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adjustPosOrRot(ancestors, origin, quat, true);
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return origin + globalAxis[0] * localPos.x + globalAxis[1] * localPos.y + globalAxis[2] * localPos.z;
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}
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Vector3 Node::globalToLocalPosition(Vector3 globalPos){
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@@ -219,43 +227,59 @@ namespace vb01{
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}
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Quaternion Node::localToGlobalOrientation(Quaternion localRot){
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Quaternion origin=Quaternion::QUAT_W;
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vector<Node*> ancestors=getAncestors(this);
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Vector3 vec;
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Quaternion origin = Quaternion::QUAT_W;
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vector<Node*> ancestors = getAncestors(this);
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while(!ancestors.empty()){
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int id=ancestors.size()-1;
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Vector3 ancAxis[]{
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ancestors[id]->getGlobalAxis(0),
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ancestors[id]->getGlobalAxis(1),
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ancestors[id]->getGlobalAxis(2)
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};
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float angle = ancestors[id]->getOrientation().getAngle();
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Vector3 axis = ancestors[id]->getOrientation().getAxis();
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Quaternion o = Quaternion(angle, (ancAxis[0]*axis.x+ancAxis[1]*axis.y+ancAxis[2]*axis.z).norm());
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origin=o*origin;
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ancestors.pop_back();
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}
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return localRot*origin;
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adjustPosOrRot(ancestors, vec, origin, true);
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return localRot * origin;
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}
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Quaternion Node::globalToLocalOrientation(Quaternion globalRot){
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Quaternion origin=globalRot;
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vector<Node*> ancestors=getAncestors(this);
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Vector3 vec;
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Quaternion origin = globalRot;
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vector<Node*> ancestors = getAncestors(this);
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adjustPosOrRot(ancestors, vec, origin, false);
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return origin;
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}
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void Node::adjustPosOrRot(vector<Node*> ancestors, Vector3 &adjustablePos, Quaternion &adjustableRot, bool localToGlobal){
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Vector3 pOrigin = Vector3::VEC_ZERO;
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Quaternion rOrigin = Quaternion::QUAT_W;
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while(!ancestors.empty()){
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int id=ancestors.size()-1;
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Vector3 ancAxis[]{
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int id = ancestors.size() - 1;
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Vector3 parAxis[]{
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ancestors[id]->getGlobalAxis(0),
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ancestors[id]->getGlobalAxis(1),
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ancestors[id]->getGlobalAxis(2)
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};
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Vector3 p = ancestors[id]->getPosition();
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pOrigin = pOrigin + parAxis[0] * p.x + parAxis[1] * p.y + parAxis[2] * p.z;
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float angle = ancestors[id]->getOrientation().getAngle();
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Vector3 axis = ancestors[id]->getOrientation().getAxis();
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Quaternion o = Quaternion(-angle, (ancAxis[0]*axis.x+ancAxis[1]*axis.y+ancAxis[2]*axis.z).norm());
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origin=origin*o;
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Vector3 rotAxis = (parAxis[0] * axis.x + parAxis[1] * axis.y + parAxis[2] * axis.z).norm();
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Quaternion o;
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if(localToGlobal){
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o = Quaternion(angle, rotAxis);
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rOrigin = rOrigin * o;
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}
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else{
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o = Quaternion(-angle, rotAxis);
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rOrigin = o * rOrigin;
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}
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ancestors.pop_back();
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}
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return origin;
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adjustablePos = pOrigin;
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adjustableRot = rOrigin;
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}
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void Node::updateShaders(){
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